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-
- Additional Help for editing C&C (Multiplayer) Maps
-
-
- Contents:
-
- [1] the Players= entry
- [2] Testing Multiplayer levels in Singleplayer mode
- [3] the Buildlevel= entry
- [4] the Theme= entry
- [5] the Theatre= entry or "unable to load ..." error
- [6a] the Waypoints= entry or how to define starting positions
- [6b] how to calculate INI figures
- [7] the Edge= entry
- [8] the [Base] section
- [9] the [Basic] section
- [10] the good and the bad units <g>
- [11] changes didn't took effect ?
-
-
- [1] the Players= entry
- **********************
-
- The CCMAP editor provides a good graphical interface for editing C&C Maps,
- however some things are still to be edited directly in the INI. To get things
- working in Multiplayer, the Player= entry must be one of the following:
-
- Player=Multi1
- Player=Multi2
- Player=Multi3
- Player=Multi4
-
- I didn't notice any difference.
-
-
- [2] Testing Multiplayer levels in Singleplayer mode
- ***************************************************
-
- To test your level in Single-Player you need to put at least one unit in it
- (I recommend the APC because of it's great view radius and high speed) and
- set the Player= entry to that of the ownership of the vehicle. I always use
- GoodGuy (BTW, C&C doesn't care about uppercase/lowercase letters) and insert
- my INI and MAP as SCG01EA.INI and SCG01EA.MAP in the GENERAL.MIX. If you just
- see a black screen move around until you find your unit(s). If you don't find
- any, you probably forgot to set the appropriate Player= to your unit's
- ownership.
-
-
- [3] About the Buildlevel= entry
- *******************************
-
- I don't know if the BuildLevel= entry is important but it doesn't hurt to
- provide consecutive figures beginning at 1. I always put BuildLevel=1 as the
- first Multiplayerlevel (in other words, I always replace Green Acres with the
- level which has BuildLevel=1).
-
-
- [4] About the Theme= entry
- **************************
-
- Set Theme= to one of the following for interesting new music scores:
-
- Theme=J1
- Theme=Untamed Land
-
-
- [5] About the Theatre= entry or "unable to load ..." error
- **********************************************************
-
- I once misspelled the Theatre= entry (I typed TEMPERAT because of the filename
- TEMPERAT.MIX instead of TEMPERATE) and got the error "unable to load
- <something>". So if you get this error, check the Theatre= entry.
-
-
- [6a] About the Waypoints= entry or how to define starting positions
- ******************************************************************
-
- The [Waypoints] section defines the starting points of the MCVs. Note that
- additional units are randomly placed around an MCV. You can leave the
- [Waypoints] section blank but then it can happen that MCVs are placed where
- they can't be placed so they won't be placed at all ! So be sure to have at
- least 4 entries in this section. Entries start with the highest number first.
- Just look at this:
-
- [Waypoints]
- 3=392
- 2=2233
- 1=2183
- 0=442
-
- Note that the 3= is the first entry, 0= the last. They need to be consecutive.
- For Single Player one of the waypoints defines the screen location at
- the beginning of the level. I think the highest numbered entry is used for
- that.
-
-
- [6b] How to calculate INI figures
- ********************************
-
- Now how to calculate these numbers if you only have x,y figures ?
- I assume that your first Waypoint is at X=33 and Y=9.
- The formula for calculating these values above is as follows:
-
- waypoint = X + (Y * 64)
-
- So our example would calculate this way:
-
- waypoint = 33 + (9 * 64)
-
- =-> waypoint = 609
-
-
- [7] About the Edge= entry
- *************************
-
- I'm not sure about the Edge= entry but I don't see any effect if changing
- them to East, West or South.
-
-
- [8] About the [Base] section
- ****************************
-
- The [Base] section seems to be of importance in Single Player Levels where
- you need to find your base first. I think it contains the buildings already
- there which fall into your hand after discovering them.
-
-
- [9] About the [Basic] section
- ******************************
-
- These [Basic] settings don't have any effects in Multiplayer Games:
-
- [Basic]
- CarryOverCap=-1
- CarryOverMoney=100
- Percent=0
- BuildLevel=96
- Action=LANDING
- Lose=GAMEOVER
- Win=CONSYARD
- Brief=x
- Intro=x
-
- I'm not positive about the BuildLevel= entry.
-
-
- [10] About the good and the bad units <g>
- *****************************************
-
- It seems as if GoodGuy or BadGuy UNITS in Multiplayer scenarios cause the
- game to go out of sync. I think this also applies to STRUCTURES, at least
- to some of them. I haven't tested that yet.
- Neutral and Special Units are ok though.
- If you get out of Sync errors from the very start check all buildings and
- units for their ownership.
-
-
- [11] changes didn't took effect ?
- *********************************
-
- If you start a Multiplayer Game and like to test out your newly created Map
- and the name doesn't show up (correctly) or the level isn't what it looked
- like in the editor, there are two possibilities:
- First you may have forgotten to insert the INI or MAP (or both) into the
- GENERAL.MIX file in your C&C diretory.
- The second possibility is due to an existing INI file in your C&C directory
- named SCM*.INI. If there is another SCM01EA.INI file in the directory and you
- inserted your MAP as the first Multiplayer level the external INI will be
- loaded anyway. The same goes for Single Player levels, too. Check your
- directory for outdated or different SC*.INI files.
-
-
- If I get more important stuff I'll add it here in the next release of the
- "Tiberiamazing" Multiplayer Map Series. Have fun !
- Any suggestions, comments, additions, cries for help, criticism or praise
- go to DOOM Addict 100606,2141.
-
-
- -DOOM Addict
-